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I know, this sounds noobish

The general place to discuss MOD''ing Freelancer!

Post Thu Jul 03, 2003 5:15 am

I know, this sounds noobish

But what exactly determines the range of a weapon in the weapon_equip.ini file? I know the muzzle velocity determines the speed at which the energy projectile travels. My problem is, I have a wicked looking gun, but it goes about two feet, then stops. Of course, I'm exaggerating, but it seriously only goes about 1000m and I'm in a capship, so that doesn't seem very far. I'm wanting this baby to go till it's out of sight! Does it have anything to do with the LODranges? I figured, since those are located under the actual gun portion of the weapon, and not the munition part, that that has to do with the visibility at which the actual turret is viewable. I'm lost. Like a sheep. Please help. !_!

Post Thu Jul 03, 2003 8:34 am

Above the gun block in the munition block, look for lifetime...

velocity * lifetime = range

For missiles it's a bit different, the motor has a lifetime, after which it no longer accelerates, and the projectile has a lifetime after which it disappears.

Post Thu Jul 03, 2003 5:11 pm

I know that now. Apparently, the problem lies in the graphic used (li_cruiser_maingun). I don't believe the actual fx file or whatever can be seen that far away. It's strange. Does this have something to do with the LODrange? I figured those values were for the actual turret, not the projectile. Also, the shot goes for as long as I want it to, it just disappears a second after it's fired, and it looks quite awkward.

Edited by - xenogear_0001 on 03-07-2003 18:15:02

Post Thu Jul 03, 2003 6:06 pm

Odd, my liberty cruiser maingun has a velocity of 500 and a lifetime of 6.000000, I can see it go for the whole 3000m until it disappears.

Post Thu Jul 03, 2003 8:17 pm

why is that odd? 500m/s * 6s = 3000m
did u miss type the reply?

Post Thu Jul 03, 2003 8:59 pm

Well that's not the odd part

It's just odd that his disappears after 1 second as he put it, whereas I have no problem keeping the projectile "alive" and clearly visible for 6 seconds.

Edited by - Victor on 03-07-2003 21:59:55

Post Thu Jul 03, 2003 9:34 pm

ok got ya, hes a fool, check your code, make sure you edited the right bit, turn up the in game detail

Post Fri Jul 04, 2003 12:48 am

Yes, I am a fool =D. I just realized what I was doing wrong. I didn't know that lifetime was divided into the Muzzle velocity. Crap. Okay, problem solved. Thanks to all.

Post Fri Jul 04, 2003 3:20 am

Another thing to look out for is the effect_types.ini. If your gun effect is linked to an effect type in the effect.ini look it up in the effect types. For example:
This is in your weapon equip ini.

const_effect = br_gunboat_maingun

Look for it in the effects ini. You should find this:
[Effect
nickname = br_gunboat_maingun
effect_type = EFT_WEAPON_LARGE_PROJ
vis_effect = br_gunboat_maingun
vis_generic = br_gunboat_maingun

In your effect types, this is the corresponding section:
[EffectType
nickname = EFT_WEAPON_LARGE_PROJ
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_LARGE
radius = 100.000000
visibility = EXIST_OFFSCREEN
update = CULL_UPDATE
run_time = -1
pbubble = 12000, 12000

The pbubble more or less depicts how far you can see it.

Post Fri Jul 04, 2003 9:42 am

THANK YOU. Turns out, I was still having the problem. But this should solve it. Thank you.

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